

Spatial reverb offers a richer and more detailed experience, with reverb coming from specific directions and having different perceived spreads. These virtual speakers will count towards your total voice count. This works by spawning an array of virtual speakers (sound objects) that follow the listener but don't rotate with the listener. Spatial reverb enables directionally-aware, object-based reverb that is rendered directly within the Source Data Override plugin. Spatial reverb for the Project Acoustics SDO plugin is only available in UE 5.1+. We support two methods for reverb for you to use: Using the acoustics data from the bake file, Project Acoustics can render reverb for your sound sources and adjust the reverb's loudness, duration, and direction. If you wish to use another Occlusion plugin, or not have any occlusion, you should disable occlusion on your actor specific design controls. Using the acoustic parameters from the bake file, Project Acoustics can directly drive Occlusion Attenuation of a sound source based on the geometry of the scene. If you wish to use normal arrival direction, you should disable Portalling on your actor specific design controls. This means you can get the power of Project Acoustics geometry-aware arrival direction, in combination with your favorite spatializer.

Project Acoustics for Unreal Audio can modify the location of the sound source, and this modified location will then be passed onto whichever spatialization method you have selected. This is also called the Portalled direction. Using the acoustic parameters from the bake file, Project Acoustics can determine the true arrival direction of a sound source based on the geometry of the scene. Read on to learn about how each effect can be utilized. Project Acoustics will use its acoustics data in combination with the Source Data Override interface to augment or completely drive your sound's spatialization, occlusion, and reverb. This means that you can still use other audio plugins for Spatialization, Occlusion, and Reverb in combination with Project Acoustics. The plugin is registered as a Source Data Override plugin. The Project Acoustics Unreal Audio plugin for Unreal Engine 5 is designed to work completely within the Unreal Audio Engine, with no external middleware dependencies. Project Acoustics for Unreal Audio Effects Or, use the Project Acoustics Unreal Audio sample project.Follow the Project Acoustics Unreal Audio integration instructions to add Project Acoustics to your Unreal project and bake a scene.

To get an Unreal project with Project Acoustics, you can: An Unreal project with the Project Acoustics for Unreal Audio plugin for Unreal Engine 5.This article describes the design setup and workflow for the Project Acoustics for Unreal Audio plugin.
